November 3, 2009

Reimagineering

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Last week, the second and final installment of the Episodes of Liberty City downloadable content for Grand Theft Auto IV, The Ballad of Gay Tony, was released. Unlike the more sullen story of Nico Bellic, clawing his way up from nothing, Gay Tony’s Luis begins with a crisp suit, good job, plenty of cash and all sorts of expensive items to wreak havoc throughout Liberty City. What marks out GTA IV’s DLC from a simple mission pack or extra campaign is that it offers the chance to experience Liberty City from a new perspective, reimagining the gameplay, and thus, the game, in the process.

October 31, 2009

Eludamos Posts New Issue, Seeks Articles, Volunteers

from Post Position
by @ 9:13 pm

Those of us who study computer and video games are very fortunate to have two free, online, peer-reviewed journals that do not assess page fees: Game Studies and Eludamos. And, there is at least one more free, online, peer-reviewed journal that does not assess page fees and includes articles about computer and video games: Digital Humanities Quarterly.

That’s the preface to my mentioning that a new issue (vol. 3, no. 2) of Eludamos is now out.

Also, that journal has issued a new call for papers:

October 29, 2009

Mary Flanagan Speaks in Purple Blurb, Monday 11/2 6pm

from Post Position
by @ 8:42 pm

On Monday (November 2) at 6pm in MIT’s room 14E-310,

The Purple Blurb series of readings and presentations on digital writing will present a talk by

Mary Flanagan.

Mary Flanagan

author of Critical Play: Radical Game Design (MIT Press, 2009)

Mary Flanagan is the creator of [giantJoystick], and author of [theHouse] among other digital writing works. She is Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth, where she directs Tiltfactor, a lab focused on the design of activists and socially-conscious software.

October 28, 2009

It’s All (About) Fun and Games

Koster's "A Theory of Fun in Game Design

Koster's "A Theory of Fun for Game Design"

I’m a new member of the lab here, and that means that I’ve got a lot of learning to do. I need to learn about the different projects in the lab, learn about the various systems involved in those projects, and even about programming languages used in those systems. But I also need to learn about the theory that drives those systems, and more broadly, the theory that motivates the work in the lab. So for the past few days, I’ve been reading articles–and even a short book–about the theory of fun in games.

October 21, 2009

Platform Readings: Jaguar, Pseudo 3D

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by @ 10:27 pm

As an Atari Jaguar owner, I suppose I have something of a soft spot for the system, but I really do wish that it had more than one awesome game. There’s a recent article on the failure of Atari’s last console by Matthew Kaplan. He ends up singing of the Jaguar rather as if it has been the Great White Hope, sadly fallen to Japanese consoles, but touches on several interesting aspects of the console along the way. Technology, pricing, and marketing are all discussed in some detail. This will help us remember the “64-bit” claims that were made for the system and the never-shipped VR helmet that made appearances at trade shows. Thanks to Jason Scott for this link.

October 17, 2009

Computer Game Maps Sought for Exhibit

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by @ 11:15 am

Hand-drawn, player-created computer game maps are sought for a traveling exhibit in the UK. They’re needed soon – by mid-November. Thanks to Ian Bogost for letting me know about this.

October 15, 2009

Two interesting locative gaming experiences

from Scott Rettberg
by @ 3:48 am

I’m at a seminar in Oslo focused on mixed reality narrative. A couple of interesting projects: Julianne Pierce from the UK artist group Blast Theory presented Ulrike and Eamon Compliant, in which the interactor is put in the role of one of two IRA terrorists, about to undergo interrogration, and Rider Spoke, an interactive performance piece for cyclists. Petr Svorovsky from the Oslo National Academy of the Art also presented Flirtman, a mobile phone game in which players control a human avatar. Petr had some interesting observations about how people related to social codes differently when controlling the actions of another human being than they did when controlling a virtual avatar.

October 13, 2009

Of Late

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by @ 6:49 pm

People I know have been up to many things lately, and many of these surely deserve a full, thoughtful blog post. I won’t manage that, so the least I can do is mention that …

Jason Scott continues to back up Geocities, and, in the process of doing this, has posted page-heaps of under construction and email icons. Warning: ginormous.

Jason Nelson presented his new, uncanny, crapcredible game, Evidence of Everything Exploding.

Jason McIntosh has a great video about a non-digital game, Diplomacy, that he and friends did during a day-long session, wearing more-ot-less nationally appropriate hats.

October 9, 2009

Tale of Tales have done it again: The Observational Immersionist Style

fataleTale of Tales just released a new game or rather “experimental play experience” (a phrase surely concocted to appease those who don’t accept their repurposing of the word game).  Anyhow, it’s called Fatale and it is awesome.

Starting with The Endless Forest, Tale of Tale’s have consistently created environments that exist for the purpose of being looked at and explored.  This may not sound all that unique as most 3D games have environments that are explored, but the difference is that these games exist solely for this purpose.  To them, game environments are not containers for gameplay, but rather are the reason for gameplay.  By only affording the player navigation controls, the player’s mind is free to embark on a journey of induction and introspection.  In their own words, Fatale “offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.”

October 4, 2009

Using StarCraft as a Game AI Testbed

StarCraft

StarCraft

I’ve been interested in developing AI for StarCraft for several years now. I recently came across the Broodwar API project, which provides hooks into StarCraft. It enables developers to query game state as well as issue orders to units. The Broodwar API makes it possible to write custom AI bots for StarCraft.

There are several benefits to using StarCraft as an environment for evaluating game AI. StarCraft is a robust, commercial RTS game that has been around for over 10 years. The game is more complex than current research systems due to its distinct races, deep tech trees and large map pool. Also, StarCraft has developed a large following of players, resulting in a huge number of game traces available for analysis.

October 3, 2009

The Games Begin

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by @ 8:56 pm

The 15th Interactive Fiction Competition games are out. You can download them and, this year, play 14 of them online. Voting in the IF Comp is done by the public at large, so you can participate at the ballot box as well as at the prompt.

September 18, 2009

The Magic of Magic

MagicCard

Recognize this? Of course you do.

I started playing Magic: The Gathering when I was in 5th grade.  Like all things from that age, it was a fad, and quickly faded behind the next hot toy.  However, I have been amazed with the frequent resurgence of the game in my life.  Multiple times, I have witnessed people with little in common admit that they were fans of the game, usually reluctantly or in jest, only to see enthusiasm snowball until a community has formed around the game, happily dishing out large sums of money for the latest cards.

September 8, 2009

“The Most Important Video Game Yet Made” – The Beatles: Rock Band, Debated

thesongs

First, if you haven’t heard about it, come tomorrow (9-9-09), The Beatles: Rock Band is released.  In preparation for its receptions, the game has instigated a lively inter-generational debate.  The lines are not so clearly drawn as to which communities or generations rest on which side, which makes it quite a unique situation.

06schi2

September 5, 2009

It’s The Bat!

Batman and the Joker

Batman and the Joker

We can talk about the production values, the voice actors, the longevity, the setting, maybe we could talk about some procedural logic or game studies du jour operational logic, but all there really is to say is that Batman: Arkham Asylum is a fantastic game. The reason why: you get to be Batman. Crazy, no?

August 27, 2009

Nonlinear Storytelling in Games: Deconstructing the Varieties of Nonlinear Experiences

facade-big

What is “the mark of the narrative”? In chapter 1 of her book, Marie-Laure Ryan, discusses the transmedial nature of narrative and gives a broad definition provided by H. Porter Abbott:  Narrative is the combination of story and discourse.  I believe the distinction of story and discourse is quite novel and under-appreciated in the area of interactive storytelling.  For the purposes of this discussion, I’d like to deconstruct the nonlinear in narrative to give deeper insight into what this relationship between story and discourse actually entails.  The term nonlinear takes many meanings depending on context, which is a result of the complexity in the meaning of both story and discourse.

August 21, 2009

Girls Tend to Avoid First Person Shooters and Circular Saws

halo3 In my experiences, many girls don’t seem eager to try new things if they cannot predict the consequences and are without someone to explain how the new thing is done.  This is especially true of things that they don’t see other girls doing.  In particular, I rarely see girls playing games such as first person shooters and real time strategy, nor do I see them using circular saws and nail guns.  Now, I’m sure that studies show many reasons for this, but I’d like to speak of my own experiences with how little effort it takes to break the stereotype when the opportunity presents itself.  I just have a hard time believing that most girls would really rather watch their guy friends play Halo, than trying it out for themselves (if given the right circumstances).

August 19, 2009

Presence in Interactive Fiction

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by @ 11:33 am

The first issue of the Journal of Gaming & Virtual Worlds, from earlier this year, sports a nice article by Alf Seegert, “Doing there’ vs. ‘being there’: performing presence in interactive fiction.” In it, Seegert sharpens the existing discussion of reader-response theory and IF to explain how IF may need to balance between boredom and overstrain and how the writerly role allows for new sorts of presence. He then conducts some good discussions of Jon Ingold’s All Roads (highlighting how the body of the player character is indicated) and Paul O’Brian’s Luminous Horizon (looking particularly at the subjective narration).

August 13, 2009

Read and Jump in Silent Conversation

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by @ 1:27 pm

“I had with me many tools, and dug much within the walls of the obliterated edifices; but progress was slow, and nothing significant was revealed.”

– H. P. Lovecraft, “The Nameless City”

Gregory Weir, who fashioned the very nice piece The Majesty of Colors, has a new game with levels built out of existing texts, including “The Nameless City.” The new platformer is called Silent Conversation, a title taken from poet Walter Savage Landor’s description of reading.

The Prufrock level in Silent Conversation

The second Nameless City level in Silent Conversation

August 6, 2009

Learning from Games

I don’t need to tell this audience about the momentum building behind educational games.  Even when I was an elementary student, going to the computer lab to play Math Blaster, Odell Down Under, or Oregon Trail was a special treat.  These days, kids grow up on video games: game consoles are nearly as common as TVs in households; cell phones are standard issue for kids of all walks of life; the internet is available to everyone, with its countless easily accessible, free games.

August 2, 2009

Flash Game: You Only Live Once

I can’t get enough of games that parody game convention.

Play You Only Live Once at Kongregate.

July 11, 2009

What do Amnesia, Immortality, and Mind Control have to do with Game Design, Immersion, and Suspension of Disbelief?

cloud2phoenix_wright_ace_3105051namelessonebioshock11

What breaks your sense of presence in a story? The culture of video game playing has developed a tolerance for the common practices and limitations in designing and producing games.  We’ve stopped asking “why?” and have come to expect the typical input arrangements, the impermanence of death, and restrictions of our own free will.  Although much of the work in the EIS lab is focused on investigating new practices in creating and playing games, I’ve found, in my personal “research” of popular games, that despite the predictability, certain innovations in narrative are notably novel.

July 10, 2009

Analog Corner #1: …aber bitte mit Sahne

(aka You Have to Divide the Pie)

pic387320_md

While there’s lots of great discussion of digital games here, I thought it would be nice to have some discussion of games of another kind: analog games, aka board games, card games, tabletop games, etc.  In particular, I’m a big fan of German-style board games and usually have some opinions about them I’d like to share.  If you’re not familiar with the genre, check out the Wikipedia article or BoardGameGeek.com.

July 8, 2009

Literactiva, a Blog on Interactive Narrative

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by @ 6:11 am

Literactiva is a new blog, in Spanish, about interactive narratives and literature of several types – interactive fiction, games, and digital poetry. Users can rate the different items that authors Grendel Khan and Depresiv have reviewed. Recent reviews brought to my attention a Lovecraftian, epistolary, online game called De Profundis (English page) and the IF Ofrenda a la Pincoya (which you can play online).

June 27, 2009

Walking to the Moon

and perhaps he had a hand in a gaming classic

June 22, 2009

Free Realms Introduces Referees

Referee Schwarz is undeniably stylish

Only a few short weeks after I wrote about policing game spaces, Free Realms introduces the referees. They seem to act as embodied Game Masters, helping out the good players, while the embodiment makes sure the bad ones know they’re being watched.

A great solution.

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